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Re: Simple Q&A D&D 3.5 (by RAW) XXI

Q272
Can a character purchase feats whose Ability score prerequisites he only meets because of an item's enhancement bonus, with the understanding that if he loses the item he will lose the benefit of the feat? For example, you have 11 DEX, a +2 Gloves of Dexterity, and have just leveled up; can you take Dodge now and have it work as long as you wear the Gloves, or must you wait eight levels to get two permanent +1s to Dexterity?

Q273
When you cast a spell from a scroll (or manifest a power from a power stone), do you use your own key ability to determine the save DC, or is it based on the key ability of the caster who created the scroll (or manifester who created the stone)? Say that Psusie the novice psion, with an Intelligence of 12, is casting an Energy Stun from a ridiculously powerful Power Stone; its manifester level is set at 15, so it deals 13 dice of damage and its save DC is +6, but would the original save DC be based on the probably absurd Intelligence modifier of the level 15 psion who made the stone, or will that +6 be added to Psusie's level 2 save DC of 13?

Q274
The spell Ice Darts from Frostburn doesn't appear to restrict the number of targets or their positions in any way past the number of darts available to fire. Is there a restriction I'm missing, or is it completely legal for a Wizard 9 to fire four ice darts, each in a different compass direction, to hit four separate targets? (And on a less related note, why the dickens is it a Bard spell? Since when do Bards get magic blasts?)

Q275
Does a Sorcerer have the same caster level for every spell as a wizard, even though he learned the spell later? So a sorc who only gained Ice Darts at 4th level adds a second dart at 5th, while the Wizard had to wait two levels to do so?

Re: Simple Q&A D&D 3.5 (by RAW) XXI

A272
RAW appears to be yes, and most DMs go with this, but if you are a player check with your DM as some will say no. Note, if you can get an inherent bonus (from books that increase stats or wish spells) then that is a definite yes.

A273a
For a scroll use the minimum stat necessary to cast the spell - so 11 for 1st level, 12 for 2nd etc. The rules say how to write scrolls with higher caster levels but not casting stats (afaik) so that makes scrolls poor for offensive spells with a save.
I don't know psionics well enough to answer, but if they are the equivalent of scrolls then the answer will be the same.
In general all the spells produced from items use the minimum stat required to cast the spell, the exception being staves where you use your own stats.

A275
Yes, caster level is caster level - compare this with Cure Moderate Wounds which is a third level spell for a druid so gained at 5th level (and for paladin as half caster levels don't count) but a 2nd level spell for a cleric gained at 3rd level (or 4th for a Favored Soul).

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Originally Posted by willpell

Q275
Does a Sorcerer have the same caster level for every spell as a wizard, even though he learned the spell later? So a sorc who only gained Ice Darts at 4th level adds a second dart at 5th, while the Wizard had to wait two levels to do so?

Yes, caster level is calculated the same for both classes.

Q276:

If I am a Gargantuan creature that emits an Antimagic Field with a radius of 20ft, does the field emanate 20ft from an intersection in my space or does it emanate 20ft from the edge of my space in all directions?

Q277:

Take this scenario:

I am in a room with an Antimagic Field trap set to trigger when someone casts a spell or uses an SLA or (Su) ability. I create an Antimagic Field of my own as a (Su) free action. Does my Antimagic Field stop the trap from going off?

What if I have Foresight active?

On creating medieval thermobaric detonations:

Originally Posted by Ravens_cry

*strokes chin*
Hmmm, I like the way you think.

On rewriting your own past into a stable time loop of invulnerability:

Originally Posted by rockdeworld

Kardar233's Illithid:
*strokes chin*
Hmmm, I like the way you think.

Originally Posted by rockdeworld

kardar233's Tyr: So ok, it seems to me that your character evades death o_O. Congratulations *fanfare*

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Originally Posted by Khedrac

A275
Yes, caster level is caster level - compare this with Cure Moderate Wounds which is a third level spell for a druid so gained at 5th level (and for paladin as half caster levels don't count) but a 2nd level spell for a cleric gained at 3rd level (or 4th for a Favored Soul).

Paladin and ranger are exactly the reason why I wasn't sure. They have a caster level that's not equal to their character level, so it was conceivable to me that the Sorcerer could be similarly shafted, though I was pretty sure this wasn't true.

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Q 278: Are there any campaign modules out there, made for evil characters?

Path of the Nefarious: A Way of the Wicked Journal.
Please take a look at the adventures of my group going through Fire Mountain Games's Way of the Wicked, An evil based Pathfinder Compatible adventure path. http://d20evil.blogspot.com/

Re: Simple Q&A D&D 3.5 (by RAW) XXI

A 272 Yes.

Meeting all prerequisites at the time you take the feat is the requirement. There are no special rules about how you meet the prerequisites. A DM who says otherwise is creating a house rule, which is outside the scope of this thread.

A 274

The Close range will restrict the available targets. As usual, you cannot target anyone unless you have line of sight to them, and cannot hit them unless you also have line of effect. There is no restriction by compass direction.

A 276

All magical effects originate at a grid intersection. If an effect is "centered on you", pick one grid intersection your character space includes. That point remains fixed relative to your character. For example, if you pick the "northeast corner" of your space, the field will continue to affect a 20' radius from your northeast corner as you move.

A 277 Ask your DM.

The game does not have rules for creating such a trap. "Attempting to cast a spell" is not a trigger in the standard trapmaking rules (either Dungeon Master's Guide or Dungeon Master's Guide II). The standard triggers are:

Location

Proximity

Sound

Visual

Touch

Timed

Spell

The "spell trigger" selection is only for spells like Glyph of Warding which are traps all by themselves without any other work required.

If such a trap is to exist it must be a custom trap approved by your individual DM, who would determine all the operating parameters.

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Is it possible to switch the corner from which an emanation originates? Does it take an action?

Q 279

What happens to prestige classes and feats if for some reason one of the prerequisites is removed from the character?

For example, if a ray of enfeeblement lowers a Blackguard's STR below 13, he should lose Power attack and by extension cleave and thus the ability to take levels in the blackguard class. Does this affect existing levels of the class?

Also does a Level 4 Fighter with Weapon specialization lose that feat if he is hit with level drain?

Re: Simple Q&A D&D 3.5 (by RAW) XXI

A 278 No.

You can't switch the grid intersection for a spell after casting, whether that grid intersection is a point in space or centered on a creature.

A 279

The answer for the most part is that you would continue to benefit from your class abilities but would be unable to advance in the class until you satisfied all requirements again (because Step 1. Choose Class happens for every level advancement; see Player's Handbook on page 58). The exceptions are prestige classes in Complete Warrior and Complete Arcane. These two books have rules which strip class abilities if you fail to continuously meet their entry requirements. The two rules are substantially different; see pages 16 and 17 of those books, respectively, for the details.

For feats, you immediately lose the benefit if you do not satisfy all prerequisites, and regain the benefit as soon as you again satisfy all prerequisites.

Level Loss

A character who loses a level instantly loses one Hit Die. The character’s base attack bonus, base saving throw bonuses, and special class abilities are now reduced to the new, lower level. Likewise, the character loses any ability score gain, skill ranks, and any feat associated with the level (if applicable).

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Q281

In a ~11th level game where all books are open and the DM doesn't like to use anti-magic styled options we have a Cleric that is controlling (the other players can't do anything nearly as powerful, most of them being their first or second game) combat with DMM Summons. Having never played a summoner before and never seeing him run out of them, what is his weakness?

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Re: Q 281

That isn't a simple question. For instance, Divine Metamagic applies only to metamagic feats, not summoning spells, and few metamagic feats directly address summoning. Imbued Summoning would be a possibility, but because of the overhead cost of Divine Metamagic it would cost 2 turn undead attempts in addition to 2 prepared spells for every casting with Imbued Summoning, which would likely exhaust the Cleric's daily allotment quickly. For better answers to your situation, a more detailed question posed in the parent forum would probably be better.

A 282

a. You go underwater enough so that you can't reach the surface without a successful Swim check.

b. You make a successful Swim check.

c. You continue to hold your breath, and if you exceed 2X your Constitution score in rounds underwater you must succeed on Constitution checks or begin to drown. See the Swim skill for details.

Re: Simple Q&A D&D 3.5 (by RAW) XXI

At 1st level, an illithid savant can acquire one skill known by a creature whose brain he has consumed, chosen at time of consumption. He permanently gains all of the creature's ranks in that skill... even if his new total is more ranks than the illithid savant's character level would normally allow.

At 4th, 6th, and 8th level, the illithid savant can acquire and use one additional skill from a brain.

Does the illithid savant acquire one skill from each brain he eats until level 4, or does he acquire one skill from one brain he eats (at his discretion), at which point any further brains give no additional skill ranks?

This forum may use my name, simulated likeness, and/or words for any entertainment purposes or signature quotes.

Chairman Emeritus of Zinc Saucier. It is just like Iron Chef but comes with double the prize money.

Frankly, I think the designers and novelists did great work in the post-Spellplague Realms. But, in the end, this wasn’t a new setting. It was the Realms, the Realms 100 years later, and therein lay the problem.

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Q 285
Can someone please tell me where to find a clarification on whether a spellcaster provokes attacks of opportunity for making a ranged touch attack with a spell they just cast? Example: standing right beside an enemy, I defensively cast ray of frost, and make a ranged touch attack to hit. Does this ranged attack provoke?

Q 286
Is there any indication that the natural attacks of a monster with subtype "evil" are inherently evil-aligned (e.g. for purposes of bypassing DR)?

Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature.

Last edited by Urpriest; 2012-06-17 at 08:39 PM.

Lord Raziere herd I like Blasphemy, so Urpriest Exalted as a Malefactor

Re: Simple Q&A D&D 3.5 (by RAW) XXI

A 285

From Rules Compendium on page 16:

RANGED ATTACKS
With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range (see Range Penalty). Line of sight isn’t required—you can fire at a creature that has concealment, hoping you hit your target. Intervening creatures and obstacles, however, can block your shot or provide cover for the creature you’re aiming at. You provoke attacks of opportunity when firing or throwing a ranged weapon.

From Complete Arcane on page 85:

WEAPONLIKE SPELLSAny spell that requires an attack roll and deals damage functions as a weapon in certain respects, whether the spell deals normal hit point damage, nonlethal damage, ability damage, or energy drain. Such spells can threaten critical hits, can be used in sneak attacks, and can be used with favored enemy damage bonuses. You can even use a number of combat-enhancing feats from the Player’s Handbook to improve the effectiveness of weaponlike spells, as noted in Chapter 3 of this book.

From Rules Compendium on page 134:

Ray
Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature, hoping you hit your target. You don’t have to see the creature you’re trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your shot or provide cover for the creature you’re aiming at.

I'm afraid that's about as much clarification as you're likely to get for this question. A ranged attack with a weapon provokes attacks of opportunity, and a weaponlike spell is treated as a weapon in almost all respects regarding its attack (though less so regarding its damage). The RAW citations don't actually come out and state that a ranged attack with a weaponlike spell functions as a ranged weapon attack in respect to attacks of opportunity.

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Are there RAW rules that clarify the timing of actions between an intelligent mount and intelligent rider?

A 287

Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.

An intelligent mount doesn't get any special treatment. If the rider makes successful Ride checks a mount complies. If the rider is unsuccessful in their checks to control the mount and the mount moves other than as commanded, the rider must succeed on a Stay in Saddle check or fall off. If the mount has failed to complete training via Handle Animal then the rider takes a penalty to the checks. Also if the mount is untrained then the actions available will be limited. For instance, a successful Ride check as a move action is required each round to Control Mount in Battle if the mount is untrained, and if unsuccessful the rider can take no other actions that round. See the Ride and Handle Animal skills for details.

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Originally Posted by Curmudgeon

A 287
An intelligent mount doesn't get any special treatment. If the rider makes successful Ride checks a mount complies. If the rider is unsuccessful in their checks to control the mount and the mount moves other than as commanded, the rider must succeed on a Stay in Saddle check or fall off.

I may not be able to prove this in rules terms, but I'm certain that if you're making Handle Animal checks to control an intelligent creature, even one of the Animal type (and his question didn't specify that it was), you're doing something wrong. Diplomacy or Intimidate checks maybe.

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Originally Posted by willpell

I may not be able to prove this in rules terms, but I'm certain that if you're making Handle Animal checks to control an intelligent creature, even one of the Animal type (and his question didn't specify that it was), you're doing something wrong.

During combat the rider must make Ride checks. The Handle Animal checks are only necessary for successful training. That training makes Ride checks easier, and increases the combat options available to rider and mount.

Re: Simple Q&A D&D 3.5 (by RAW) XXI

A284
As far as I know there has never been any clarification on this, however you are creating the effect by casting a spell so logically metamagic rods apply unless ruled against. No clarification so no rule against.

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Q 290: I think my first attempt at this question got skipped as the result of a number mis match.

I was just curious if there were any modules that were specifically created for evil characters.

Path of the Nefarious: A Way of the Wicked Journal.
Please take a look at the adventures of my group going through Fire Mountain Games's Way of the Wicked, An evil based Pathfinder Compatible adventure path. http://d20evil.blogspot.com/

Re: Simple Q&A D&D 3.5 (by RAW) XXI

Q 290: I think my first attempt at this question got skipped as the result of a number mis match.

I was just curious if there were any modules that were specifically created for evil characters.

A290: That is not a rules question, so it doesn't belong in this thread. You might want to try and start a new thread in the parent forum asking about it. Anyways, I don't know of any WotC module with evil characters in mind.

Originally Posted by cerin616

I just like to think that Smaug's "cry of pain" was "OH GOD, MY PRETTY! YOU HIT MY RIGHT IN THE PRETTY."

Re: Simple Q&A D&D 3.5 (by RAW) XXI

A 289 additional

The Alternative Class Features III list has several options for trading away a Ranger's animal companion, and a couple possibilities for trading away spellcasting. If you're interested in each of those options individually, the Mystic Ranger variant (Dragon # 336, page 105) trades away the animal companion (in part) for increased spellcasting capability.